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General Tabletop Discussion
*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="Indaarys" data-source="post: 9198357" data-attributes="member: 7040941"><p>Issue is, is that what you're calling "game design" is a much broader topic than what I'm calling game design. What I'm specifically talking about is mechanics and how they feed into an overall game.</p><p></p><p>What I am not talking about, is anything to do with a specific game medium, whether that's a video game, a tabletop game, a board game, a card game, or whatever.</p><p></p><p>(Discrete) Mechanics are universal, and thats a premise one has to accept if you're going to understand where I, and the book I'm referencing, are coming from.</p><p></p><p>And just to pick on the given example, you actually <em>could</em> save scum in a tabletop game. There's nothing stopping a save mechanic being implemented into one, and its actually arguable that one technically exists in any game that doesn't put some sort mechanical constraints (either in the rules or through procedure) on just reattempting any sort of chance-based mechanism.</p><p></p><p> That's a shortcoming of tabletop games that can't rely on continnous mechanics (IE, real time physics simulations, the types of mechanics unique to computer based games) to enforce that state naturally.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 9198357, member: 7040941"] Issue is, is that what you're calling "game design" is a much broader topic than what I'm calling game design. What I'm specifically talking about is mechanics and how they feed into an overall game. What I am not talking about, is anything to do with a specific game medium, whether that's a video game, a tabletop game, a board game, a card game, or whatever. (Discrete) Mechanics are universal, and thats a premise one has to accept if you're going to understand where I, and the book I'm referencing, are coming from. And just to pick on the given example, you actually [I]could[/I] save scum in a tabletop game. There's nothing stopping a save mechanic being implemented into one, and its actually arguable that one technically exists in any game that doesn't put some sort mechanical constraints (either in the rules or through procedure) on just reattempting any sort of chance-based mechanism. That's a shortcoming of tabletop games that can't rely on continnous mechanics (IE, real time physics simulations, the types of mechanics unique to computer based games) to enforce that state naturally. [/QUOTE]
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